[ADD] menu now works
menu switches to next item when hand is closed and calls OnClick() when hand is closed
This commit is contained in:
@@ -60,8 +60,8 @@ namespace computervision
|
||||
imshow("camera", cameraFrame);
|
||||
|
||||
imshow("output", frameOut);
|
||||
imshow("foreground", foreground);
|
||||
imshow("handMask", handMask);
|
||||
//imshow("foreground", foreground);
|
||||
//imshow("handMask", handMask);
|
||||
imshow("handDetection", fingerCountDebug);
|
||||
|
||||
int key = waitKey(1);
|
||||
|
||||
@@ -17,7 +17,6 @@ namespace gui
|
||||
* position = The center position of the gui
|
||||
* scale = The size (scale) of the gui
|
||||
*/
|
||||
|
||||
struct GuiTexture
|
||||
{
|
||||
int texture;
|
||||
@@ -27,10 +26,9 @@ namespace gui
|
||||
virtual GuiType GetType() {
|
||||
return GuiType::LABEL;
|
||||
}
|
||||
|
||||
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||
{
|
||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
|
||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -2,6 +2,8 @@
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "gui_interactable.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace gui
|
||||
{
|
||||
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
|
||||
@@ -41,6 +43,35 @@ namespace gui
|
||||
}
|
||||
}
|
||||
|
||||
void InteractableGui::ForceClick( int mouseButton)
|
||||
{
|
||||
if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
|
||||
{
|
||||
if (clicked_texture != 0)
|
||||
{
|
||||
texture = clicked_texture;
|
||||
}
|
||||
else
|
||||
{
|
||||
texture = default_texture;
|
||||
}
|
||||
|
||||
if (!is_clicking)
|
||||
{
|
||||
OnClick();
|
||||
is_clicking = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (is_clicking)
|
||||
{
|
||||
is_clicking = false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
|
||||
{
|
||||
double x_pos, y_pos;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <iostream>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "gui_element.h"
|
||||
@@ -32,6 +33,14 @@ namespace gui
|
||||
*/
|
||||
void Update(GLFWwindow* window);
|
||||
|
||||
/*
|
||||
* @brief: Call this function when you want to perform a mouseclick
|
||||
*
|
||||
* @param mousebutton: mouseButton you want to perform the click on
|
||||
*/
|
||||
void ForceClick(int mouseButton);
|
||||
|
||||
|
||||
/*
|
||||
* @brief: This function gets called when the InteractabeGui is clicked
|
||||
*/
|
||||
@@ -50,7 +59,10 @@ namespace gui
|
||||
/*
|
||||
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
||||
*/
|
||||
void SetClickedTexture(int texture) { clicked_texture = texture; }
|
||||
void SetClickedTexture(int texture)
|
||||
{
|
||||
clicked_texture = texture;
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
||||
|
||||
60
src/main.cpp
60
src/main.cpp
@@ -25,9 +25,6 @@
|
||||
#include "scenes/in_Game_Scene.h"
|
||||
#include "scenes/startup_Scene.h"
|
||||
|
||||
#include "computervision/MenuTest.h"
|
||||
#include "computervision/ObjectDetection.h"
|
||||
|
||||
#pragma comment(lib, "glfw3.lib")
|
||||
#pragma comment(lib, "glew32s.lib")
|
||||
#pragma comment(lib, "opengl32.lib")
|
||||
@@ -35,7 +32,7 @@
|
||||
static double UpdateDelta();
|
||||
|
||||
static GLFWwindow* window;
|
||||
int chosen_item = 0;
|
||||
|
||||
scene::Scene* current_scene;
|
||||
|
||||
int main(void)
|
||||
@@ -43,7 +40,7 @@ int main(void)
|
||||
#pragma region OPENGL_SETTINGS
|
||||
if (!glfwInit())
|
||||
throw "Could not inditialize glwf";
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
|
||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
@@ -69,8 +66,7 @@ int main(void)
|
||||
|
||||
bool window_open = true;
|
||||
|
||||
computervision::ObjectDetection objDetect;
|
||||
cv::Mat cameraFrame;
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window) && window_open)
|
||||
@@ -100,56 +96,6 @@ int main(void)
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////// KIMS SHIT ////////////////////////////////////
|
||||
cameraFrame = objDetect.readCamera();
|
||||
computervision::MenuTest menu_test;
|
||||
|
||||
//Get hand state from camera
|
||||
bool hand_detection = objDetect.detectHand(cameraFrame);
|
||||
|
||||
if (hand_detection)
|
||||
{
|
||||
std::cout << "hand is opened" << std::endl;
|
||||
|
||||
//Loop through menu items
|
||||
chosen_item = menu_test.GetMenuItem(true);
|
||||
|
||||
//For debug only, to see if chosen item is selected properly when hand is opened
|
||||
std::cout << "chosen item: " << chosen_item << std::endl;
|
||||
|
||||
}
|
||||
else if (!hand_detection)
|
||||
{
|
||||
//for debug only, to see if the chosen item is selected properly when hand is closed
|
||||
std::cout << "hand is closed" << std::endl;
|
||||
//std::cout << "item to start: " << chosen_item << std::endl;
|
||||
|
||||
//TODO link chosen item to the correct game states
|
||||
switch (chosen_item)
|
||||
{
|
||||
case 1:
|
||||
//Game state 0
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
break;
|
||||
case 2:
|
||||
//Game state 1
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
break;
|
||||
case 3:
|
||||
//Game state 2
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
break;
|
||||
case 4:
|
||||
//Game state 3
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////// END OF KIMS SHIT ///////////////////////////////
|
||||
|
||||
// Finish up
|
||||
//shader.Stop();
|
||||
glfwSwapBuffers(window);
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace render_engine
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
const glm::mat4 projectionMatrix =
|
||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
|
||||
|
||||
// Load the projectionmatrix into the shader
|
||||
shader.Start();
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
#include <map>
|
||||
#include "startup_Scene.h"
|
||||
#include <iostream>
|
||||
#include <opencv2/core/mat.hpp>
|
||||
|
||||
#include "../models/model.h"
|
||||
#include "../renderEngine/loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
@@ -10,6 +12,9 @@
|
||||
#include "../shaders/entity_shader.h"
|
||||
#include "../gui/gui_interactable.h"
|
||||
#include "../toolbox/toolbox.h"
|
||||
#include "../computervision/MenuTest.h"
|
||||
#include "../computervision/ObjectDetection.h"
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -18,6 +23,9 @@ namespace scene
|
||||
shaders::GuiShader* gui_shader1;
|
||||
std::vector<gui::GuiTexture*> guis1;
|
||||
|
||||
float item_number = 0;
|
||||
|
||||
|
||||
Startup_Scene::Startup_Scene() {
|
||||
shaders::EntityShader shader;
|
||||
shader.Init();
|
||||
@@ -29,12 +37,42 @@ namespace scene
|
||||
}
|
||||
|
||||
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
return (gui::Button*)texture;
|
||||
}
|
||||
else {
|
||||
return NULL;
|
||||
if (texture != NULL)
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
|
||||
gui::Button* button = (gui::Button*)texture;
|
||||
std::cout << button->clicked_texture << std::endl;
|
||||
return button;
|
||||
}
|
||||
else {
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
|
||||
if (texture != NULL)
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||
return (gui::InteractableGui*)texture;
|
||||
}
|
||||
else {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
}*/
|
||||
|
||||
gui::GuiTexture* GetMenuItem(bool hand_state) {
|
||||
if(hand_state)
|
||||
item_number += 0.20f;
|
||||
|
||||
int temp_item_number = item_number;
|
||||
|
||||
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||
if (temp_item_number == guis1.size()) {
|
||||
item_number = 0;
|
||||
temp_item_number = 0;
|
||||
}
|
||||
std::cout << guis1[temp_item_number]->texture << std::endl;
|
||||
return guis1[temp_item_number];
|
||||
}
|
||||
|
||||
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||
@@ -46,6 +84,7 @@ namespace scene
|
||||
button_start.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Start!" << std::endl;
|
||||
|
||||
});
|
||||
guis1.push_back(&button_start);
|
||||
|
||||
@@ -55,6 +94,7 @@ namespace scene
|
||||
button_calibrate.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Calibrate!" << std::endl;
|
||||
|
||||
});
|
||||
guis1.push_back(&button_calibrate);
|
||||
|
||||
@@ -67,6 +107,10 @@ namespace scene
|
||||
});
|
||||
guis1.push_back(&button_quit);
|
||||
|
||||
computervision::ObjectDetection objDetect;
|
||||
cv::Mat cameraFrame;
|
||||
gui::GuiTexture* chosen_item = NULL;
|
||||
|
||||
while (return_value == scene::Scenes::STARTUP)
|
||||
{
|
||||
render();
|
||||
@@ -77,6 +121,74 @@ namespace scene
|
||||
new_button->Update(window);
|
||||
}
|
||||
|
||||
////////////////////////// KIMS SHIT ////////////////////////////////////
|
||||
cameraFrame = objDetect.readCamera();
|
||||
//computervision::MenuTest menu_test;
|
||||
|
||||
//Get hand state from camera
|
||||
bool hand_detection = objDetect.detectHand(cameraFrame);
|
||||
|
||||
if (hand_detection)
|
||||
{
|
||||
std::cout << "hand is opened" << std::endl;
|
||||
|
||||
//Loop through menu items
|
||||
chosen_item = GetMenuItem(true);
|
||||
|
||||
//For debug only, to see if chosen item is selected properly when hand is opened
|
||||
std::cout << "chosen item: " << chosen_item << std::endl;
|
||||
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||
if (new_button != NULL) {
|
||||
//Set hover texture of button selected
|
||||
const float x_pos = (chosen_item->position.x + 1.0)*WINDOW_WIDTH/2;
|
||||
const float y_pos = (1.0 - chosen_item->position.y)*WINDOW_HEIGHT/2;
|
||||
|
||||
glfwSetCursorPos(window, x_pos, y_pos);
|
||||
std::cout << "Cursor pos: " << x_pos << "::" << y_pos << std::endl;
|
||||
}
|
||||
}
|
||||
else if (!hand_detection)
|
||||
{
|
||||
//for debug only, to see if the chosen item is selected properly when hand is closed
|
||||
std::cout << "hand is closed" << std::endl;
|
||||
//std::cout << "item to start: " << chosen_item << std::endl;
|
||||
/*
|
||||
//TODO link chosen item to the correct game states
|
||||
switch (chosen_item)
|
||||
{
|
||||
case 1:
|
||||
//Game state 0
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
break;
|
||||
case 2:
|
||||
//Game state 1
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
break;
|
||||
case 3:
|
||||
//Game state 2
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
break;
|
||||
case 4:
|
||||
//Game state 3
|
||||
std::cout << "in case: " << chosen_item << std::endl;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
*/
|
||||
//Click on button selected in guis1
|
||||
|
||||
chosen_item = GetMenuItem(false);
|
||||
|
||||
std::cout << chosen_item->texture << std::endl;
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||
if (new_button != NULL) {
|
||||
//Run function click
|
||||
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////// END OF KIMS SHIT ///////////////////////////////
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
@@ -11,10 +11,10 @@ namespace toolbox
|
||||
|
||||
// Change these macros to change the window size
|
||||
#define WINDOW_WIDTH 1400.0f
|
||||
#define WINDOW_HEIGT 800.0f
|
||||
#define WINDOW_HEIGHT 800.0f
|
||||
|
||||
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
||||
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT)
|
||||
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
|
||||
//
|
||||
|
||||
/*
|
||||
|
||||
Reference in New Issue
Block a user